Races

by The Orator

Race is a classification used to categorize beings with similar phenotypical traits. Some races are more similar than others, while some are vastly different. Each race falls into three different subcategories: Human, Mer, and Beastfolk. Of all the races in The Elder Scrolls series, there are ten playable races open to the player. Most Characters fall into one of these races.

Aspects and Race

Include your races in your High Concept—e.g. “Traveling High Elf Scholar”, “Wise-Cracking Breton Sellsword”, or “Grumpy Argonian Merchant”. Whenever you feel like you’re races gives you an advantage on a certain action, invoke your High Concept for its part about your race. When your race can get you into trouble—like being a Dunmer surrounded by Nord freedom fighters, a human in the Aldmeri Dominion, or anything but an Argonian in the swamps of Blackmarsh—the GM can compel your High Concept against you.

For more information about the advantages and disadvantages any given race faces, see the articles on the specific races, draw ideas from the games, or invent your own. When doing the latter, be sure to give your players at least some hints before you do a compel.

Starting Skills by Race

Each player character stats with a given set of skill ranks according to their race. You then have the chance to distribute an additional 10 skill points to any skill, as long as you have a greater number of skills on one lower rank.

Beastfolk:

Skill Argonian Khajiit
Acrobatics +3
Alchemy
Alteration +1
Archery +1
Athletics +2
Brawl +1 +2
Conjuration
Destruction
Illusion
One‑Handed
Perception +1
Restoration +2
Scholarship
Security +3 +1
Sneak +1 +2
Smithing
Speech
Two‑Handed

Human:

Skill Breton Imperial Nord Redguard
Acrobatics +1
Alchemy +1
Alteration +2
Archery
Athletics +1 +2
Brawl +1 +2
Conjuration +3
Destruction +1
Illusion +1
One‑Handed +2 +2 +3
Perception +1
Restoration +2 +1
Scholarship +2
Security
Sneak
Smithing +1 +1
Speech +1 +3 +1
Two‑Handed +3 +2

Mer:

Skill Altmer Bosmer Dunmer Orsimer
Acrobatics +1
Alchemy +2 +1
Alteration +2 +1
Archery +3 +1
Athletics +2 +1
Brawl +2
Conjuration +1
Destruction +1 +3
Illusion +3 +1
One‑Handed +2 +2
Perception +1
Restoration +1
Scholarship +2
Security +1
Sneak +2
Smithing +3
Speech
Two‑Handed +1

Racial Extras

Each character starts with two passive or active abilities that are unique to their race. These can be bonuses on the starting values of their Basic Resources, or special Stunts or Spells.

Altmer Highborn: Once a session, you can pay a Luck point to regenerate all your Magicka points on the spot.
 
Extra Magicka: You start with a +1 bonus to your Magicka base.
Argonian Histskin: Once per Session, you can pay a Luck point to recover all your Health.
 
Waterbreathing: Your Argonian lungs can breathe underwater indefinitely.
 
Immunities: When you attempt to resist being infected by a Disease, you get a +2 bonus on your roll.
Bosmer Beast Tongue: Once a session, you can pay a Luck point to force a nearby animal to fight at your side for a scene.
 
Resist Poison: You can pay a Stamina point to resist the effects of a Poison.
Breton Dragonskin: Once per Session, you can pay a Luck point to reduce the incoming damage from a spell attack and gain one Magicka point spent on it.
 
Mental Reststance: When you attempt to resist an Illusion spell, you get a +2 bonus on your roll.
Dunmer Ancestor’s Wrath: Once a session, you can pay a Luck point to channel your ancestral spirits and create a Flame Cloak without Magicka cost.
 
Fire Resistance: You have a permanent Armor:2 against damage from magical or mundane fire.
Imperial Voice of the Emperor: Once per Session, you can pay a Luck point to Calm a nearby humanoid.
 
Imperial Luck: You start with your Luck at 2, giving you an extra point each session.
Khajiit Night Eye: When you attempt to see in the dark, you get a +2 bonus on your Perception roll.
 
Claws: When you Attack with Brawl using your bare hands, you deal Weapon:2 more damage.
Nord Battle Cry: Once a session, you can pay a Luck point to “Frighten” a target.
 
Frost Resistance: You have a permanent Armor:2 against damage from magical or mundane frost.
Orsimer Berserker Rage: Once a session, you can pay a Luck point to deal double and take half of all physical damage for one round.
 
High Constitution: You start with your Health at 3, giving you a 3 point stress box from the beginning.
Redguard Adrenaline Rush: Once a session, you can pay a Luck point to regenerate all your Stamina points on the spot.
 
Extra Stamina: You start with a +1 bonus to your Stamina base.
Main Page > World > Races
Humans BretonImperialNordRedguard
Mer AltmerBosmerDunmerOrsimer
Beast ArgonianKhajiit

Races

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